Shared Mechanics

OK but would I apply that behaviour to the fragment, main actor the fragments are coming from or the main game scene? I can not seem to get this working at all, could you show me an example overall of using this behaviour explode on death in relation to also creating the condition to destroy each fragment so it does not crash my game?

Yeah I will post it somewhere here on the forums when I am complete, just I have a lot of other work to do, so getting less and less time at the min, hopefully will finish by summer time at some point. I try and split all my problems up and work through them one at a time when I can.

Whoa, this thread is awesome! To contribute, I spent some time turning my mobile cross promotion setup into its own behaviour.

Basically it pulls an image and some other data from a server you set up and uses it in your game. The idea behind this is that when you release a new game, you can "advertise" it in your earlier releases.

What you'll need:- the behaviour attached to the scene you want to show the image on- webspace- As many images as you need, 584x584 pixels in size.- a .txt file that contains the link to the image followed by the link you want the image to have (when a player then clicks on the image it will open, for example, the app store page for that game). Each image and its link should be on one line, separated by a "," like this:

You can also add one more thing after the link, a number that will be used as the frequency of which ads are shown. This allows you to change a game without updating and resubmitting it to the app store, like if you get too many complaints from players about too many ads being shown.

You upload the images and the .txt to your webspace, and then point the behaviour to the url where the .txt is stored, and you're all set!

I'm quite proud of this one. It takes a list of images and a list of image instances. It checks if the mouse (or paintbrush in this case) is over top of one of the instances and then paints on the image.